/Engine/Source/Runtime/Engine/Classes/GameFramework/ProjectileMovementComponent.h
UMovementComponent
class UProjectileMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)
uint8: 1
bBounceAngleAffectsFriction
Controls the effects of friction on velocity parallel to the impact surface when bouncing.
uint8: 1
bForceSubStepping
If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory.
uint8: 1
bInitialVelocityInLocalSpace
If true, the initial Velocity is interpreted as being in local space upon startup.
uint8: 1
bInterpMovement
If true and there is an interpolated component set, location (and optionally rotation) interpolation is enabled which allows the interpolated object to smooth uneven updates of the UpdatedComponent's location (usually to smooth network updates).
uint8: 1
bInterpolationComplete
True if interpolation has reached the target, false if there is more interpolation required.
uint8: 1
bInterpolationUseScopedMovement
If true, usesFScopedMovementUpdateto avoid moving the attached interpolated object's children more than once during a tick when it would both interpolate and move during projectile simulation.
uint8: 1
bInterpRotation
If true and there is an interpolated component set, rotation interpolation is enabled which allows the interpolated object to smooth uneven updates of the UpdatedComponent's rotation (usually to smooth network updates).
uint8: 1
bIsHomingProjectile
If true, we will accelerate toward our homing target.
uint8: 1
bIsSliding
If true, projectile is sliding / rolling along a surface.
int32
BounceAdditionalIterations
On the first few bounces (up to this amount), allow extra iterations over MaxSimulationIterations if necessary.
float
BounceVelocityStopSimulatingThreshold
If velocity is below this threshold after a bounce, stops simulating and triggers the OnProjectileStop event.
float
Bounciness
Percentage of velocity maintained after the bounce in the direction of the normal of impact (coefficient of restitution).
uint8: 1
bRotationFollowsVelocity
If true, this projectile will have its rotation updated each frame to match the direction of its velocity.
uint8: 1
bRotationRemainsVertical
If true, this projectile will have its rotation updated each frame to maintain the rotations Yaw only.
uint8: 1
bShouldBounce
If true, simple bounces will be simulated. Set this to false to stop simulating on contact.
uint8: 1
bSimulationEnabled
If true, does normal simulation ticking and update.
uint8: 1
bSweepCollision
If true, movement uses swept collision checks.
uint8: 1
bThrottleInterpolation
If true, throttle interpolation when not relevant.
float
Buoyancy
Buoyancy of UpdatedComponent in fluid. 0.0=sinks as fast as in air, 1.0=neutral buoyancy
float
Friction
Coefficient of friction, affecting the resistance to sliding along a surface.
float
HomingAccelerationMagnitude
The magnitude of our acceleration towards the homing target.
TWeakObjectPtr<...
HomingTargetComponent
The current target we are homing towards.
float
InitialSpeed
Initial speed of projectile.
FVector
InterpInitialLocationOffset
FQuat
InterpInitialRotationOffset
float
InterpLocationMaxLagDistance
Max distance behind UpdatedComponent which the interpolated component is allowed to lag.
FVector
InterpLocationOffset
float
InterpLocationSnapToTargetDistance
Max distance behind UpdatedComponent beyond which the interpolated component is snapped to the target location instead.
float
InterpLocationTime
"Time" over which most of the location interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component.
TWeakObjectPtr<...
InterpolatedComponentPtr
FQuat
InterpRotationOffset
float
InterpRotationTime
"Time" over which most of the rotation interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component.
int32
MaxSimulationIterations
Max number of iterations used for each discrete simulation step.
float
MaxSimulationTimeStep
Max time delta for each discrete simulation step.
float
MaxSpeed
Limit on speed of projectile (0 means no limit).
float
MinFrictionFraction
When bounce angle affects friction, apply at least this fraction of normal friction.
FOnProjectileBo...
OnProjectileBounce
Called when projectile impacts something and bounces are enabled.
FOnProjectileSt...
OnProjectileStop
Called when projectile has come to a stop (velocity is below simulation threshold, bounces are disabled, or it is forcibly stopped).
FVector
PendingForceThisUpdate
Double-buffer of pending force so that updates can use the accumulated value and reset the data so otherAddForce()calls work correctly.
FVector
PreviousHitNormal
Saved HitResult Normal from previous simulation step that resulted in an impact.
float
PreviousHitTime
Saved HitResult Time (0 to 1) from previous simulation step. Equal to 1.0 when there was no impact.
float
ProjectileGravityScale
Custom gravity scale for this projectile. Set to 0 for no gravity.
int32
ThrottleInterpolationFramesSinceInterp
Tracks the number of frames since the last interpolation.
int32
ThrottleInterpolationSkipFramesNotRecent
When not recently relevant, skip this many frames of interpolation if throttling is enabled.
int32
ThrottleInterpolationSkipFramesRecent
When recently relevant, skip this many frames of interpolation if throttling is enabled.
float
ThrottleInterpolationThresholdNotRenderedLongTime
Time after not rendered for a long time when we consider throttling interpolation.
float
ThrottleInterpolationThresholdNotRenderedShortTime
Time after not rendered recently when we consider throttling interpolation.